mesa: add PROGRAM_SYSTEM_VALUE and related tokens
System values are shader inputs which don't necessarily change from vertex to vertex or fragment to fragment. gl_InstanceID and gl_FrontFacing are examples.
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@ -1747,11 +1747,24 @@ typedef enum
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PROGRAM_WRITE_ONLY, /**< A dummy, write-only register */
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PROGRAM_ADDRESS, /**< machine->AddressReg */
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PROGRAM_SAMPLER, /**< for shader samplers, compile-time only */
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PROGRAM_SYSTEM_VALUE,/**< InstanceId, PrimitiveID, etc. */
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PROGRAM_UNDEFINED, /**< Invalid/TBD value */
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PROGRAM_FILE_MAX
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} gl_register_file;
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/**
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* If the register file is PROGRAM_SYSTEM_VALUE, the register index will be
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* one of these values.
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*/
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typedef enum
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{
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SYSTEM_VALUE_FRONT_FACE, /**< Fragment shader only (not done yet) */
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SYSTEM_VALUE_INSTANCE_ID, /**< Vertex shader only */
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SYSTEM_VALUE_MAX /**< Number of values */
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} gl_system_value;
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/** Vertex and fragment instructions */
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struct prog_instruction;
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struct gl_program_parameter_list;
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@ -1774,6 +1787,7 @@ struct gl_program
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GLbitfield InputsRead; /**< Bitmask of which input regs are read */
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GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are written */
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GLbitfield SystemValuesRead; /**< Bitmask of SYSTEM_VALUE_x inputs used */
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GLbitfield InputFlags[MAX_PROGRAM_INPUTS]; /**< PROG_PARAM_BIT_x flags */
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GLbitfield OutputFlags[MAX_PROGRAM_OUTPUTS]; /**< PROG_PARAM_BIT_x flags */
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GLbitfield TexturesUsed[MAX_TEXTURE_UNITS]; /**< TEXTURE_x_BIT bitmask */
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